vieuxchat

vieuxchat

Joined Member # 2542912
0 Posts 345 Replies 16,566 Reputation

The more I play games, the more I think music and sound are the most important part for immersion in a game. Even before visuals. Will there be "contextual" sounds and music ? Like you have lost a huge battle and your ennemies start taking your cities oe after another and the music score change for a dark composition.

35 Replies 71,236 Views

It depends on how many mana costs any spell. At the moment a new city costs 5 essence. You satrt with 10. And teleport costs 5 mana, while mass heal costs 2. Some spells don't cost any mana at all (like reign of fire or a name like that) So 10 essence is a goodstart I think with the actual values, because you can save essence if you build new towns on the revived land. So with a bit a tweaking in the life spreading speed you could just spend the first 5 essence to build your first cit

74 Replies 28,736 Views

you have 40 essence, you have 40 mana. You use 5 essence, then your essence (and mana) is at 35. And that's a good point in my opiion. If you want a great wizard then you'll have to spare those essence points (so less cities for instance).

74 Replies 28,736 Views

[quote who="psychoak" reply="22" id="2621140"]Multiple problems. First, detaching essence from level up nukes choice in what kind of character you're building. If you want to be a tank from hell, you go crazy on beefing the hell out of your character by physical stat boosts instead of essence. If you get essence separately, you've made no such sacrifice and no longer need to choose between them. This is bad. Building a character is only a m

74 Replies 28,736 Views

[quote who="Tasunke" reply="8" id="2620960"]So do you mean that you can place points into "magical research" upon level up (instead of essence) and then redistribute after level up? Or do you mean start the game with 10 points -> maybe you are stuck with your choice from then on ... with possibly a chance to increase essence. // In any case, I think we seem to agree that an essence "stat" as amount of essence gained per turn is favorable to gaining e

74 Replies 28,736 Views

I wasn't clear enough : I think that's a good idea, and it would add an interesting option in the usual pacts/treaties/etc .. that would be a real way to be sure your allies will remain ... allies. Sometimes reality is a good teacher.

77 Replies 252,882 Views

That already existed in medieval era : family hostages. You "lend" your son to other lord while he lends his daughter. so everyone is sure to remain at peace. If war is declared, hostages are slained.

77 Replies 252,882 Views

Why not use the MoM system ? It was a good one, I think. You have a "magical research" value, and you must split it between mana or maybe crystals ? or spell points ? or maybe split between all of that ? and increasing your essence. For instance with 10 points of magical research you can do : spells points (2), crystals(1), essence(5), life spreading(2) or spells points (1), crystals(1), essence (2), life spreading (6) for each 10 points used th

74 Replies 28,736 Views

Will we be able to add "physical effects" to a particle effect ? You said the whirlwind had wreak havoc : were the units flying randomly ? Can we create such pysical effect in the particle editor ? Or is it just a layer drawn over the battlefield ?

58 Replies 194,037 Views

[quote who="onomastikon" reply="35" id="2619690"] Quoting Frogboy, reply 1Just one minor example. With the beta, it would never ever have occurred to us to have a global resource system. Every city having its own resource pool has always been how it's done. Doesn't most of the Civilization series have, with the exception of Food, a global resource pool (e.g. luxuries such as spices etc., materials such as aluminum etc.)?[/quote] Global, but you couldn't "use" them.

86 Replies 251,816 Views

[quote who="John_Hughes" reply="26" id="2619883"]The faster spread of Fertile Land will obviously save ALOT of Mana. Depending on the actual spread rate, a SOV may not have to ever use his again for City creation. Remember, none is consumed on already fertile ground. One fear I see with this is on the smaller sized maps. Would it be possible to rate the spread based on the size of map in use? One has to assume that on a Ginormous Map, spread will not be a problem as there plenty of

52 Replies 51,670 Views

[quote who="Sareln" reply="1" id="2619279"]Sounds good, might need to bounce around balancing that 100 mat number but that's to be expected. Additionally, I think it'd be cool if revitalized land spread based on the terrain (eg. faster along rivers, slower in the hills etc). I don't know if that's the case currently or not. For overall essence, is there any planned way of acquiring it other than through sovereign levels? It might be interesting if there were special sit

52 Replies 51,670 Views

It's a system used some good pen&Paper RPG. And by far the system that makes most sense and gives the most realistic results without having some chess-like system (where you can calculate everything) : you really never (or 1 times on 100 000) the "Warriors vs Tank" syndrom of civ. In a pen&paper RPg it can get annoying to throw 18 dice (but he .. I like to throw dice), but in a CRPG it's not a problem.

28 Replies 42,197 Views

About noise in the data : why limiting that to only AI ? Why human players would know exactly what are the units of the opponents ? Wouldn't it give a good reason to really scout if you never really know what you have in front of you unless you fight or you send some special units (spy ?) Before fighting the enemy you only have a rough estimation of his army. And not lik ein HoMM where you know exactly what kind of units they have but some rough data like "mounted/ not mounted

106 Replies 873,710 Views

[quote who="Grimgravy" reply="82" id="2617016"] Quoting Anomander, reply 74 quoting postIn War Their soldiers don’t gain experience. Such a concept of thinking about individual soldiers is anathema to the Empire. As such, there is no such thing as a veteran Imperial soldier. However, they can train up special, powerful units (Guardians, Enforcers, and Sions). These powerful individuals will routinely demonstrate the inherent flaw in trying to train groups of

211 Replies 365,738 Views

[quote who="Nick-Danger" reply="67" id="2615716"]What's a reasonable standard for 'stable enough', from a single players perspective? (serious question). I just made it to turn 501 with no reloading/restarting before a game-ending problem (froze up) -- is that 'good enough'? Or is 1000 turns? Or...? Once that's determined, what % of the testers should meet that standard?[/quote] With beta, devs only want to know if players can connect, play a bi

84 Replies 235,635 Views

[quote]6) Please confirm that essense = mana on a 1:1 ratio. If not what is the ratio?[/quote] Don't forget the wisdom plutiplier (or intelligence, I don't remmeber) If you have 10 essence and an int/wis of 12 you get 10 X 1.2 Mana

84 Replies 235,635 Views

It's a recent change. Before we could raise up to 20 points for 1 point each. But you could do munchkins, 15 is already a great value (you get a 1.5 multiplier on your stats : for instance with 15 in strength you get Attack = Attack X 1.5) What I would like is : more points to spend, but each point above 10 cost more (1 point 10 --> 11, 2 points 11 --> 12) and more traits/professions options

7 Replies 6,087 Views

[quote]Depends on how it's worked. I'll leave the brainstorming of the implementation to Stardock, but there are certainly multiple variations of a "real" unit. It could be an actual diplomat unit on screen. That could get messy as someone said if you had 20 of them, though depending on how the feature is designed you might never have more than a handful, in which case physical figures are fine.[/quote] Why not, each diplomatic unit could used one diplo points like huts use food. And

77 Replies 252,882 Views

[quote who="StillSingle" reply="16" id="2610975"] Quoting vieuxchat, reply 15 Quoting LeegleechN, reply 12 I like the idea of drawing envoys out of your family and other special units. I think it ties the systems together nicely. I don't really see a reason for having "Diplomacy Points" though. Why represent them with an abstract number when there are so many more interesting and concrete ways to do it, like the experience and traits of

77 Replies 252,882 Views